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  1. #1
    Join Date
    May 2009
    Posts
    11

    Smile ERROR: The NULL device is missing from your system

    Hi,

    I am learning DirectX using a tutorial and when I try to compile a code which has

    #include <d3dx9.h>

    I got the error as though I have Microsoft DirectX SDK (March 2009)

    error PRJ0015 : The NULL device is missing from your system. We are unable to launch a build.

    According to MSDN, I have closed all applications, restarted the computer.I am the admin of this machine. I have also checked my system for any trace of malware with "malwarebytes" and "GMER". I have not found any.

    Can someone tall me what this error is and how to remove it.

    Code:
    // include the basic windows header files and the Direct3D header file
    #include <windows.h>
    #include <windowsx.h>
    #include <d3d9.h>
    #include <d3dx9.h>
    
    // define the screen resolution and keyboard macros
    #define SCREEN_WIDTH 800
    #define SCREEN_HEIGHT 600
    #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
    #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
    
    // include the Direct3D Library files
    #pragma comment (lib, "d3d9.lib")
    #pragma comment (lib, "d3dx9.lib")
    
    // global declarations
    LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
    LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
    LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer
    
    // function prototypes
    void initD3D(HWND hWnd);    // sets up and initializes Direct3D
    void render_frame(void);    // renders a single frame
    void cleanD3D(void);    // closes Direct3D and releases memory
    void init_graphics(void);    // 3D declarations
    
    struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
    #define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
    
    // the WindowProc function prototype
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
    
    
    // the entry point for any Windows program
    int WINAPI WinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPSTR lpCmdLine,
                       int nCmdShow)
    {
        HWND hWnd;
        WNDCLASSEX wc;
    
        ZeroMemory(&wc, sizeof(WNDCLASSEX));
    
        wc.cbSize = sizeof(WNDCLASSEX);
        wc.style = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc = WindowProc;
        wc.hInstance = hInstance;
        wc.hCursor = LoadCursor(NULL, IDC_ARROW);
        wc.lpszClassName = L"WindowClass";
    
        RegisterClassEx(&wc);
    
        hWnd = CreateWindowEx(NULL, (LPSTR)L"WindowClass", (LPSTR)L"Our Direct3D Program",
                              WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                              NULL, NULL, hInstance, NULL);
    
        ShowWindow(hWnd, nCmdShow);
    
        // set up and initialize Direct3D
        initD3D(hWnd);
    
        // enter the main loop:
    
        MSG msg;
    
        while(TRUE)
        {
            while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
    
            if(msg.message == WM_QUIT)
                break;
    
            render_frame();
    
            if(KEY_DOWN(VK_ESCAPE))
                PostMessage(hWnd, WM_DESTROY, 0, 0);
        }
    
        // clean up DirectX and COM
        cleanD3D();
    
        return msg.wParam;
    }
    
    
    // this is the main message handler for the program
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
        switch(message)
        {
            case WM_DESTROY:
                {
                    PostQuitMessage(0);
                    return 0;
                } break;
        }
    
        return DefWindowProc (hWnd, message, wParam, lParam);
    }
    
    
    // this function initializes and prepares Direct3D for use
    void initD3D(HWND hWnd)
    {
        d3d = Direct3DCreate9(D3D_SDK_VERSION);
    
        D3DPRESENT_PARAMETERS d3dpp;
    
        ZeroMemory(&d3dpp, sizeof(d3dpp));
        d3dpp.Windowed = TRUE;
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
        d3dpp.hDeviceWindow = hWnd;
        d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
        d3dpp.BackBufferWidth = SCREEN_WIDTH;
        d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    
        // create a device class using this information and the info from the d3dpp stuct
        d3d->CreateDevice(D3DADAPTER_DEFAULT,
                          D3DDEVTYPE_HAL,
                          hWnd,
                          D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                          &d3dpp,
                          &d3ddev);
    
        init_graphics();    // call the function to initialize the triangle
    
        d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    }
    
    
    // this is the function used to render a single frame
    void render_frame(void)
    {
        d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    
        d3ddev->BeginScene();
    
        // select which vertex format we are using
        d3ddev->SetFVF(CUSTOMFVF);
    
        // SET UP THE PIPELINE
    
        D3DXMATRIX matRotateY;    // a matrix to store the rotation information
    
        static float index = 0.0f; index+=0.05f;    // an ever-increasing float value
    
        // build a matrix to rotate the model based on the increasing float value
        D3DXMatrixRotationY(&matRotateY, index);
    
        // tell Direct3D about our matrix
        d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);
    
        D3DXMATRIX matView;    // the view transform matrix
    
        D3DXMatrixLookAtLH(&matView,
                           &D3DXVECTOR3 (0.0f, 0.0f, 10.0f),    // the camera position
                           &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),    // the look-at position
                           &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction
    
        d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView
    
        D3DXMATRIX matProjection;     // the projection transform matrix
    
        D3DXMatrixPerspectiveFovLH(&matProjection,
                                   D3DXToRadian(45),    // the horizontal field of view
                                   (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                                   1.0f,    // the near view-plane
                                   100.0f);    // the far view-plane
    
        d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);    // set the projection
    
        // select the vertex buffer to display
        d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
    
        // copy the vertex buffer to the back buffer
        d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
    
        d3ddev->EndScene();
    
        d3ddev->Present(NULL, NULL, NULL, NULL);
    }
    
    
    // this is the function that cleans up Direct3D and COM
    void cleanD3D(void)
    {
        v_buffer->Release();    // close and release the vertex buffer
        d3ddev->Release();    // close and release the 3D device
        d3d->Release();    // close and release Direct3D
    }
    
    
    // this is the function that puts the 3D models into video RAM
    void init_graphics(void)
    {
        // create the vertices using the CUSTOMVERTEX struct
        CUSTOMVERTEX vertices[] =
        {
            { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
            { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
            { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
        };
    
        // create a vertex buffer interface called t_buffer
        d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
                                   0,
                                   CUSTOMFVF,
                                   D3DPOOL_MANAGED,
                                   &v_buffer,
                                   NULL);
    
        VOID* pVoid;    // a void pointer
    
        // lock v_buffer and load the vertices into it
        v_buffer->Lock(0, 0, (void**)&pVoid, 0);
        memcpy(pVoid, vertices, sizeof(vertices));
        v_buffer->Unlock();
    }

  2. #2
    Join Date
    Oct 2002
    Location
    Timisoara, Romania
    Posts
    14,360

    Re: ERROR: The NULL device is missing from your system

    Try reinstalling the SDK. Might be something there.
    Marius Bancila
    Home Page
    My CodeGuru articles

    I do not offer technical support via PM or e-mail. Please use vbBulletin codes.

  3. #3
    Join Date
    May 2009
    Posts
    11

    Re: ERROR: The NULL device is missing from your system

    I guess, I have found the solution. The null device is missing from Device Manager. I had to re-install the windows. Now I can see it.

    Thanks for reply.

  4. #4
    Join Date
    May 2009
    Posts
    11

    Re: ERROR: The NULL device is missing from your system

    Looks like now I am stuck with an another problem.

    When I try to run it in Debug mode I am getting an error message saying "Unhandled exception at 0x004013be in EDxL1.exe: 0xC0000005: Access violation reading location 0x00000000."

    VS is pointing out to the block of
    Code:
    void init_graphics(void)
    {
        // create the vertices using the CUSTOMVERTEX struct
        CUSTOMVERTEX vertices[] =
        {
            { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
            { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
            { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
        };
    
        // create a vertex buffer interface called t_buffer
       d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
                                   0,
                                   CUSTOMFVF,
                                   D3DPOOL_MANAGED,
                                   &v_buffer,
                                   NULL);
        VOID* pVoid;    // a void pointer
    
        // lock v_buffer and load the vertices into it
        v_buffer->Lock(0, 0, (void**)&pVoid, 0);
        memcpy(pVoid, vertices, sizeof(vertices));
        v_buffer->Unlock();
    }
    Can someone please help me with this.

    Thanks in advance.

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